Thursday, July 18, 2019

Assault on Ynysafallon

Orion stopped by for another game of Apocalypse on Wednesday evening... and this time he brought his KNIGHTS!!

Ynysafallon - Imperial World
3.545.019.M42
Without warning, The forces of the Biel-Tim Fleet fell upon the Sons of Lott Questor Imperialis Household as they rested at Ynysafallon. The Knights and their squires barely had time to mount their machines of war before taking fire from the Aeldari. they were suddenly in a desperate fight of the Honour of the household - and their very lives! 


Aeldari Forces of the Biel-Tim Fleet

Asuryani Battalion Detachment - Biel-Tim Fleet (as Biel-Tan) 
HQ 
Farseer - 4 PL - War Master
Warlock - 3 PL

Troops
Dire Avengers (5) - 4 PL
Dire Avengers (5) - 4 PL
Dire Avengers (5) - 4 PL
Dire Avengers (5) - 4 PL

Elites
Howling Banshees (5) - 5 PL


Asuryani Battalion Detachment - Biel-Tim Fleet (as Biel-Tan) 
HQ
Autarch (+ Warp Jump Generator) - 6PL - Warlord

Troops
Rangers (5) - 5 PL
Rangers (5) - 5 PL
Rangers (5) - 5 PL

Fast Attack
Warp Spiders (10) - 12 PL


Asuryani Spearhead Detachment - Biel-Tim Fleet (as Biel-Tan) 
HQ
Warlock - 3 PL  - Warlord

Elites
Wraithguard (5) - 8PL

Heavy Support 
Wraithlord (Bright Lance) - 6PL
Wraithlord (Missile Launcher) -  6PL
Wraithlord (Scatter Laser) -  6PL

Asuryani Super Heavy Auxiliary Detachment - Biel-Tim Fleet (as Biel-Tan)
Lord of War
T'chylmylwynbil - Tempest Heavy Grav-Tank (as Scorpion) - 30 PL


Asuryani Super Heavy Auxiliary Detachment - Biel-Tim Fleet (as Biel-Tan)
Lord of War
Dilytichylmywil -Tempest Heavy Grav-Tank (as Scorpion) - 30 PL


Asuryani Super Heavy Auxiliary Detachment - Biel-Tim Fleet (as Biel-Tan)
Lord of War
Mwalatacyndil - Tempest Heavy Grav-Tank (as Scorpion) - 30 PL

Aeldari Total: 180 Power Level



The Sons of Lott - Questor Imperialis Household 

Super Heavy Detachment - The Sons of Lott
Lord of War
Sir Gawaine - Knight Valliant - 30PL
Mordred the Bastard - Knight Gallant - 25PL
Pertolope the Green - Armiger Warglaive - 9PL

Super Heavy Detachment - The Sons of Lott
Lord of War
Sir Agrarian - Knight Crusader - 29PL
Sir Garrett - Knight Errant - 24
Ironside the Red - Armiger Warglaive - 9PL

Super Heavy Detachment - The Sons of Lott
Lord of War
Sir Gaheris - Knight Castellan - 30PL
Perymones the Puce - Armiger Helverin - 9PL
Persaunte the Indigo - Armiger Helverin - 9PL

Questor Imperialis Total: 174 Power Level



THE GAME

Orion was keen to try the Pincer Attack scenario (which I had played last week as the defender). As my force had the higher Power Level, I was the attacker!

Rolling for Warmaster traits, my farseer got Fearsone Reputation (Enemy units -1 Ld when within 6") - wasn't sure that was going to be all that useful, considering how squishy my HQ units are! Th Imperial Knights Faction ability is that each leader in a Super Heavy Detachment gains the WARLORD key word and gains a Warmaster trait. The warlord that is designated Warmaster gains TWO Warmster traits! So, Sir Gawiane (the Warmaster) gained Master Strategist (Increase hand limit of Command Assets to 12) AND Master Crafted Weapons (+1 to Wound Rolls - which was BRUTAL!), Sir Agrovain gained Inspiring Presence (+1 Ld for friendly units within 12"), and Sir Gaheris also gained Fearsome Reputation.

All three of the Knight Super Heavy detachments were deployed on the table in a 18" wide area down the centre of the table. Then I deployed all the Eldar in 9" deployment zones along the short edges of the table - and left the Battalion detachment with the Autarch, Warp Spiders and Rangers in Reserve.


TURN ONE

Despite rolled a d6 to my d12, the Knights gained the initiative for the first turn (and a bonus d3 Command Asset Cards) this was very, very bad for me...



The Battalion detachment with the Autarch, Warp Spiders and Rangers arrive to secure an objective. I was DESPREATELY hoping they might be able to go BEFORE being shot to bits... but with the Knights winning the initiative, that was kind of a silly hope... At least in apocalypse they aren't IMMEDIATELY removed and some get to shoot back!



Sir Gawaine in his Knight Valliant (on the right), along with  Mordred the Bastard in his Knight Gallant (on the left) and Pertolope the Green in his Armiger Warglaive (Trailing behind them) activated his detachment first.

(I'm mildly disappointed that Sir Pertalope's Armiger wasn't painted all green...)

(very mildly - I was just so excited to face a whole army of such beautifully painted knights!)

(Well... almost all beautifully painted)



Mordred the Bastard advanced towards the Wraith Detachment, blasting away at them with Heavy Stubber and Icarus Autocannons - with little effect.



Sir Gawain and Pertolope the Green advanced on the Rangers and Warp Spiders and laid down some serious hurt on them! So many blast markers!



Luckily I got to activate next and got my other battalion - which also had troops in the open to start!



I got them into the defensible terrain of woods (and controlling one of the objective markers!). They took some pot shots at the knights with there Shuriken weapons, but only managed to get eerie attention




Banshees practising How Not to be Seen!



Sir Agravain, on the right, in his Knight Crusader (with Avenger Gatling Cannon, Thermal Cannon, and a Rocket pod), Sir Garrett, on the left, in his Knight Errant (with Thermal Cannon and a Reaper Chainsword), and Ironside the Red, between and slightly to the read, in his Armiger Warglaive.



The Lance advanced on the Aeldari - Thermal cannons were fired at Dilytichylmywil - the Eldar Tempest Heavy Grav-Tank. While smaller weapons and the Avenger Gatling Cannon were directed at the Dire Avengers in the woods.



Yikes! Dire avengers surrounded by Knights - Sir Garrett's Reaper Chainsword was used to clear cut the woods and Sir Agravian tried to stomp on a few of the little blighters that tried to escape to the other side of the woods.



The wounded Warp Spider and Rangers ducked into the adjacent ruins - and managed to land some telling blows on Pertolope the Green's Warglaive



Sir Gaharis and Persaunte the Indigo hammered on the Rangers and Warp Spiders in the ruins as well as taking some shots at Mwalatacyndil with Perymones the Puce.



The Wraithguard took up firing positions in the ruins while the Wraithlords advanced on Mordred the Bastard - and the Objective Marker.



T'chylmylwynbil, the Tempest Heavy Grav-Tank fired on Sir Gaharis causing some potentially critical damage



Mwalatacyndil returned fire at Perymones the Puce.

Dilytichylmywil fired upon Sir Agravain.

In the Damage phase Mordred sloughed off his damage markers from eh Wraiths. Sir Argavain failed saves versus both large and small blast markers inflicted by Dilytichylmywil. Sir Gaharis used Armour of Contempt to save him from the four large blast markers T'chylmylwynbil had left on him, and Perymones the Puce was utterly destroyed!

Two units of Dire Avengers, along with the Warp Spiders and two units of Rangers were rendered combat ineffective by the severe blows dealt against them, the shattered remnants of these units endeavoured to slip away amongst the smoke and fog of war to the rally point for extraction through the webway. All three Tempests took damage from the fire of the Knights... None of them critically... yet.

I ended the turn controlling THREE of the Objective markers! Two because of troops with Objective Secured, and the third because I had two Wraithlords within 6" to one solitary Knight. Troops with objective secured could be a serious throw in the side for knights... if they could survive long enough!



TURN TWO

At least I got the initiative this round...



Before even activating anything I started off with a few Command Asset cards - my Autarch hurled a vortex grenade at Pertolope the Green - but did minimal damage...



I also used the Guide psychic power and Swordwind on the Wraith... which did basically nothing, due to excessively bad dice rolls... it could have been nasty - the WRaithguard were rolling d12s to hit and any hit counted as two - and their weapons are Destroyer weapons that leave Large Blast Markers for each wound... but they did NOTHING!

Sir Gawaine's Lance used the Full Tilt Command asset to do some serious maneuvering and tried to bring the pain to the Wraiths, that were turning out to be a serious thorn in their side (and, if they could roll anything but ones, potentially a serious threat!?) When the dust settled from their activation each of the Wraithlords had at least two Large Blast markers on them!



Mwalatacyndil and T'chylmylwynbil poured fire on Sir Gaheris, while Gaheris and Persaunte the Indigo returned some fire, but mostly hammered the Rangers in the ruins! Mwalatacyndil snuck forwards to take control of one of the Objective markers.



Sir Agravain and his lance continued to try and winkle the remaining Dire Avengers and Howling Banshees out of the woods



Orion having almost as bad or luck with the dice rolls as me - just couldn't get those Dire Avengers contesting the Objective!



Dilytichylmywil fired upon Sir Agravain again.



The Dire avengers and Howling Banshees fought back relentlessly - and actually scored some hits on Ironside the Red.

in the Damage Phase, Sir agravain took two more damage (for a total of four) luckily he passed morale as a failure would have carried him off the field of battle. Sir Gaheris also took two damage - having no more Armour od Contempt to save him. Ironside the Red and Persaunte the Indigo each took one Damage.

Mwalatacyndil was too severely damaged to participate in the battle further (losing control of an Objective Marker), while Dilytichylmywil was reporting critical damage. Another of the squads of Dire Avengers - NOT the one contesting the Objective - was taken out of action as was one of the Wraithlords. A second Wraith lord took one damage. The Warlock leading the Wraith detachment had suffered Perils of the Warp and was no longer able to continue.

Again, the Eldar were holding three of the Objective Markers (Objective Secured and Defensible Terrain FTW!) gaining the Eldar a second Victory Point! But knocking out Mwalatacyndil took out a detachment, so the Knights also scored a Victory Point!


TURN THREE

The Eldar once again had the initiative and started off playing a pile of Command Asset cards. The Farseer used Smite on Sir Agravain. Tears of Isha was used to return a lost wound to the Wraithguard. Qucken was used to get the Farseer and Warlock moving - so they could consolidate their position in the woods with the remaining squad of Dire Avengers. and the Conceal psychic powers was used on said Dire Avengers. Orion has used Laserburn and that put blast markers on the Farseer and Warlock... I had a bad feeling they'd be out soon, hence using all the psychic powers I could!!



The Farseer and Warlock (and Dire Avengers) went first - to get the Farseer and Warlock back into cover before the Knights acted and blasted them to bits... The Warlock actually managed to damage Ironside the Red with his Witchblade.



Mordred the Bastard continued to hammer on the remaining Wraihtlords with his Thunderstrike Gauntlet - and the Wraithlords struck back with their wraith bone fists and the Wriathguard fired into the melee with their Wraithcannons! Sir Gawaine unleashed a flurry of fire on the Ruins in an attempt to finish off the Rangers and Autarch taking cover within. Pertalope the Green tore at the building with his chainglaive.



When Sir Agravain activated his lance and started firing on Dilytichylmywil, I used Phantasm (and Asuryani Command Asset to move him... elsewhere... unfortunately he was still in range and view of others and so still got hammered on (if it survived, the tank would control an objective marker, though...)

Sir Agravain, Ironside the Red and Sir Gareth all hammered on the Dire Avengers and Farseer in the woods.

T'chylmylwynbil raced forward and RAMMED Persaunte the Indigo and shot him with their starannon while blasting Sir Gaheris with the Twin-Pulsar.

Sir Gaheris mostly fired at Dilytichylmywil, who returned the fire - both grievously damaging each other.

In the Damage Phase... Sir Agravain was lost! As was Ironside the Red - he actually passed his save, but failed morale - because Farseer Thymiltelyir - the Warmaster with the Fearsome Reputation was there within 6"!! (and I thought that would never be used!). Sir Gaheris and Persaunte the Indigo were also lost - which finished off a Super Heavy Detachment (+3 Victory Points for me, for a total of FIVE!). Mordred the Bastard also took two Damage...

The Last of the Dire Avengers was lost along with the Farseer, but the Warlock managed to survive! T'chylmylwynbil was also damaged and I had to use a Divine Intervention Command Asset to keep him on the table! Dilytichylmywil had sustained too much damage and was put out of the fight (+1 Victory Point for the Knights - for a total of two). The last of the Rangers also made their retreat - carrying of their wounded and dead.

At this point two of the Objectives were contested, and the Eldar held one - so one more Victory Point for the Eldar (for a total of SIX!)

Things weren't looking good for the knights at this point... but my hold on things were tenuous - at best! Two of my detachments were reduced to a single character model (that probably wouldn't last long) and T'chylmylwynbil was damaged (though not critically, yet) and the two Wraithlords were down to one wound each... so... that's four detachments that could easily be finished off (+4 Victory Points) and deny me the ability to hold objectives... the knights, on the other hand, had Sir Garret still looking strong, and Sir Gawain's entire lance was still on the field of battle and fighting hard!


TURN FOUR

Turn four was quick and brutal... The Eldar DID have the initiative, for what it was worth...



Over at one objective it was Adrellewi the Warlock  and his Witchblade - striking from the woods - versus Sir Gareth and his clearcutting Reaper Chainsword and a whole pile of dakka... you can imagine how that went...



Mordred the Bastard laid the smack down hard on the remaining Wraithlords.



T'chylmylwynbil shot at... someone.. I forget who and didn't make note of it...?

In the Damage Phase T'chylmylwynbil took two damage and failed a morale test which was enough to say "nope!" and bugger off to the rally point (+1 Victory Point for the Knights). The Autarch was finally taken out of action - after reviewing the full blast of Sir Gawain's Thundercoil Harpoon - finishing of that Detachment (+1 Victory Point for the Knights). Adrellewi the Warlock amazingly passed all save rolls - but failed morale and decided to call it a day... finishing of that Detachment (+1 Victory Point for the Knights). The last two WRaithlords were also finished off... which lost them control of that Objective.



Pertolope the Green controlled another objective.



and Sir Gareth controlled a third...

Controlling three objectives gained the Knights ANOTHER Victory Point - tying the game at SIX VICTORY POINTS EACH! What a round for the knights...

As the only thing I had left on the table was the critically wounded unit of Wraithguard and there was no way they could either single-handedly control more objectives than the knights and/or finish off another detachment on the fifth and final turn... they decided to call it a day as well and retreated from the field of battle.

What a game!!! A nail-biter right to the end! After Other Tim's Marines conducted a rather one-sided genocide of my Eldar in our last game, I was rather convinced that they were utterly useless in this game and wouldn't have a chance, ever... but this game me... well... some glimmer of hope!

Thanks to Orion for bringing out his fun and fluffy knights for the game (get that last Lance painted, yo!!)


Coming Soon to Tim's Miniature Wargaming Blog:

I'm hoping to get a game in with Finnegan and his Orks tomorrow afternoon, so hopefully there will be a report for that.

I also just learned that one of my oldest gaming pals, that I haven't seen in... a decade(!?) will be in town this weekend and is looking to meet up for a game - so hopefully there will be a report on that as well!

On the painting front... I'm all over the place!? I've been doing a bit of work on Necromunda gangs and my own knights and Imperial guard... and getting none of it finished!? Not sure what will get done first... or done at all...


Monday, July 15, 2019

Further Mistakes Were (NOT!) Made

Gentle Readers (and other people that somehow ended up here...?), I do try to not live down to the very worst stereotypes about gamers... I HAVE been trying to rein in the spending and get stuff done... deplete the lead mountain, rather than adding to it.  I have to admit, I have gone a little overboard in the last couple months - with all the Necromunda stuff I picked up... and then the Apocalypse stuff.... and a couple things FOR Apocalypse detachments... And then I told myself, that was IT - no more spending for the rest of the year. Maybe even the next couple years! Sweet Mother of Zeus, I have ENOUGH to paint!!

So, when I was approached by a local gamer that was trying to get rid of his Imperial Guard Collection, I actually said "No, thanks, I've got enough"...

But then I was thinking of a friend of mine that I thought might be interested and so a couple days later I asked for details... What did the seller have...? what did he want for them..? I am, however, a sucker for a good deal... And, friends, it was just TOO GOOD OF A DEAL TO SAY "NO"!?

It was being sold as a lot, and this is what I ended up with...



The whole she-bang!




Now, loads of this I totally don't even need - or even want taking up space in my house - like the Hordes of Infantry... I mean, I already HAVE and entire Brigade Detachment worth of Catachans/Guaicans and then ANOTHER Brigade Detachment worth of Tallarn (and then some! I have a brigade painted - and a second Brigade worth still to do - because I'm that special kind of stupid)... Oh, and then I have YET ANOTHER Brigade Detachment worth of Valhallans (that I've barely even started painting)! So I really have no need for all the infantry... I mostly bought it for the Vehicles!!

Initially the Knight wasn't even part of the deal, but he brought it along and offered me ANOTHER deal on it that I... yeah... just couldn't refuse!? I mean, it wasn't just ANY Knight - it's a freaking Forge world Cerastus Knight-Acheron!? So... I have that now too... (and with the other two knights I bought last summer, but have yet to finish... I'll have a COMPLETE Super Heavy Detachment of Imperial Knights!!! HUZZAH!!)

I was also pretty excited about the pile of old metal Kasrkin Stormtroopers, which I will definitely paint up... How to paint them, though... and which group to use them with - Desert? Jungle? Winter? Something entirely different - because, hey, they're an attached force anyway...

The vehicles are all going to be repainted in desert colours to go with the rest of my Tallarn. I'll probably even carve Pask's hat off and make some headgear more appropriate for Tallarn. Need to add some stowage to all of them...

I also had no idea the Aegis Defence line was being included - so that was a nice bonus - and will expand my Imperial Wall of Martyrs defence lines... when... y'know... THOSE all get finished!

There are four spare plastic Tempestus Scions that I'll add to a Kill Team I've been working on!

Metal Yarrick and another plastic Commissar will find work in some detachment!



The Bag was also "thrown in" which was super sweet, because I don't really have any proper toy transport... Some of these unpainted guard might be added to Kill Teams... Not sure about the Heavy Weapons Teams...? Probably throw them in with the lots below.



Loyal 32 (well... 33 with the Commissar). I'll probably end up selling/trading/giving this lot away. Some knight player might want them for some bonus Command Points.



Painted Creed and Harker... Tempted to keep these, because they're the older metal ones...



Patrol Detachment of Tempests Scions...? The Tempestor Prime will have to walk though, because there is only space for 10 in the Taurox... maybe I'll keep the Taurox for my Stormtroopers...?

I actually just BOUGHT a Taurox - but I was planning to use it as a standard one and picked up a wheeled suspension kit from Victoria Miniatures for it (because, honestly, those tracks are just so goofy...). originally I was planning to ferry around my company commander in it... but now it might become the transport for the HQ element of a Outrider Detachment of Scout Sentinels... (Ideally, like, NINE of them... but I'll start with the three I have to start with!



and another HUGE lot of guard which will definitely have to find another home! That's enough troops for the Troop part of a Brigade... plus three commander and three command squads, four heavy weapon teams - which could be fielded as a Heavy Weapons Squad - or be included in the command squads...? and ANOTHER ten Tempests Scions...

OR... I could keep them all for some seriously HUGE games of Apocalypse! MWA-HA-HA-Ha-Ha-Ha-ha-ha-ha-haaaaaaaaaaa....!

(I don't think so...).

Coming Soon to Tim's Miniature Wargaming Blog:

Well... new stuff is always the shiniest... Maybe I'll be repainting tanks this week!!!

Probably not.. It'll probably be that Cawdor gang...

Coming of the Comet

Twotwill Island, Xoxigar Tertium (Imperial World)
3.537.019.M42

The Asuryani of the Biel-Tim Fleet shifted their focus from Xoxigar Secondus, to the more lush Xoxigar Tertium. Farseer Thymiltelyir foretold of a comet making landfall on a remote island of the world. At the centre of the comet would be an extremely rare element that was vital to the continued survival of their fleet. The warhost under his command had hoped that they would be leaving the hated Astartes behind on Xoxigar Secondus, but as they arrived at the site, there they were... just waiting for them... As the two forces approached to engage each other, debris from the comet coming apart started falling from the sky. 

FORCES

Aeldari Forces of the Biel-Tim Fleet

Asuryani Battalion Detachment - Biel-Tim Fleet (as Biel-Tan) 
HQ 
Farseer - 4 PL - War Master
Warlock - 3 PL

Troops
Dire Avengers (5) - 4 PL
Dire Avengers (5) - 4 PL
Dire Avengers (5) - 4 PL
Dire Avengers (5) - 4 PL

Elites
Howling Banshees (5) - 5 PL


Asuryani Battalion Detachment - Biel-Tim Fleet (as Biel-Tan) 
HQ
Autarch (+ Warp Jump Generator) - 6PL - Warlord

Troops
Rangers (5) - 5 PL
Rangers (5) - 5 PL
Rangers (5) - 5 PL

Fast Attack
Warp Spiders (10) - 12 PL


Asuryani Super Heavy Detachment - Biel-Tim Fleet (as Biel-Tan)
Lord of War
Tempest Heavy Grav-Tank (as Scorpion) - 30 PL
Tempest Heavy Grav-Tank (as Scorpion) - 30 PL
Tempest Heavy Grav-Tank (as Scorpion) - 30 PL

Aeldari Total: 151 Power Level


Emperor's Brethern Space Marines

Adeptus Astartes Vanguard Detachment - Emperor's Bethern (as Ultramarines) 
HQ
Terminator Librarian - 5PL

Elites
Terminator Assault Squad (5) (Thunder Hammer/Storm Shield) - 10PL
Terminator Squad (+ Cyclone) (5) - 12PL
Terminator Squad (+ Cyclone) (5) - 12PL


Adeptus Astartes Outrider Detachment - Emperor's Bethern (as Ultramarines) 
HQ
Captain on Bike - 6PL

Fast Attack
Land Speeder Typhoon - 4PL
Land Speeder Typhoon - 4PL
Land Speeder (2) - 8PL


Adeptus Astartes (Mechanized) Battalion Detachment - Emperor's Bethern (as Ultramarines) 
HQ
Sergeant Chronus  - 4PL

Troops
Tactical Squad (5) - 4PL
Tactical Squad (5) - 4PL
Tactical Squad (5) - 4PL

Dedicated Transport
Rhino - 5PL
Land Raider (+Multimelta) - 14PL

Adeptus Astartes (Scout) Battalion Detachment - Emperor's Bethern (as Ultramarines)
HQ
Sergeant Telion - 5PL

Troops
Scout Squad (10) (Snipers) - 8PL
Scout Squad (5) - 4PL
Scout Squad (5) - 4PL

Adeptus Astartes Spearhead Detachment - Emperor's Bethern (as Ultramarines)
HQ
Captain - 5PL
Lieutenant - 4PL

Heavy Support
Thunderfire Cannon and Techmarine - 7PL
Thunderfire Cannon and Techmarine - 7PL
Thunderfire Cannon and Techmarine - 7PL


Astartes Total: 147 Power Level


THE GAME

I got in a FIFTH game of Warhammer 40,000: Apocalypse on Sunday! This was my second game in a week with Other Tim!

For this game we rolled for random scenario elements..

Deployment: Vanguard strike - each sir got a triangle shaped deployment zone that was one half of the table divided diagonally less the area within 12" of the line bisecting the table...

Objective: Starfall - place six numbered objectives, at the end of Turn Three roll d6 to see where the comet lands - remove all other objectives. Whoever holds that objective at the end of the game gains +3 Victory Points

Twist: Orbital Debris - at the beginning of each Action Phase, both players select a spot on the board. Roll d6 for each unit within 6" of that spot, on a 4+ place a blast marker on the unit (add +1 to roll for Light Character models)

Ruse (for the Defender): Ambush - one detachment gains the Deep Strike ability!

Aeldari Warmaster Trait: Inspiring presence (+1 Leadership to units within 6")

Astartes Warmaster Trait: Heroic +6" to any aura abilities (none...)


DEPLOYMENT



Part of my Dire Avenger Battalion Detachment hiding in the woods - led by Farseer Thymiltelyir - desperately hoping to survive to  Turn Three - when they will strike out and seize the comet!



The remains of the Dire Avenger Battalion detachment - with attached Howling Banshees



Other Tim surveying the field of battle.



Marine Scouts hiding in the woods. Mechanized marines hiding in armoured transports.



Marine Outrider Detachment of Landspeeders (and more scouts skulking in the woods).


TURN ONE



All the Deep Striking elements arrived. Terminators of the Vanguard detachment and the Thunderfire Cannons of the spearhead Detachment (which all gained the Deep Strike ability through the Defenders Ruse)



The Aeldari Deep-Striking Battalion showed up behind the marines lines.

After the Deep Striking elements showed up we rolled to see for damage from Orbital Debris - Blast Markers were placed on three of the Dire Avenger squads, The Howling Banshees, and the Warlock as well as the Rhino, Sgt. Tellion and a squad of Scouts.



Terminators surge forward and attack the Dire Avenger Battalion.



Warp Spiders and Rangers grab some cover in stand of trees and try not to be seen.



Speeders counterattack the deep-striking Eldar



Thurnderfire Cannons lay down some hurt across the table.



All the Marines in the armoured vehicles bail out and take cover in the woods. The Rhino turns around and attacked the Warp Spiders and Rangers in the woods. The Landraider charges head on into the Tempest Grav-Tanks - lascannons and multi-meltas blasting away!

Somehow that Landraider - with FIVE blast markers on it (four large, and one small) survived... and it did the same damned thing EVERY FREAKING TURN, ALL GAME.... Just. Wouldn't. Die!

My stuff, on the other hand, had no trouble at all dying. In the first turn I lost all four Dire Avenger squads, the Farseer AND Warlock in that battalion - making all further Psychic power cards totally useless... not that I was drawing all that many with only one light character left on the board (meanwhile, Other Tim was drawing so many, he actually had to DISCARD down to ten one one Turn...). The Warp Spiders also took a damage marker and the blue Tempest took two, failed morale and took another - leaving critically injured... fun times.

The marine Rhino took one damage marker. That's all. Everything else saved and passed morale. (Thanks, in part, to a number of Command Asset cards)


TURN TWO



Eldar Super Heavy Detachment of Tempest Heavy Grav-Tanks blasting away at all the Marine Vehicles.



Some of the Terminators disengage with the Banshees to chase down Tempest Tanks.



Thunderfire Cannons hammering the Tempests



BOOM! T'chylmylwynbil (the Blue and Purple Tempest) is destroyed in battle... along with the Banshees... and the Autarch (now drawing only ONE Command Asset per turn...)... and a squad of Rangers (which miraculously passed s Saving Throw... but failed morale). The Warp Spiders took ANOTHER Damage Marker - luckily I'd had a Medicae Supplies and I played earlier in the round, which had removed the one they'd taken earlier.

The Marines finally lost their first squad this turn... a five-man team of Scouts... Oh, and the speeders that were blowed up by a Tempest. The Rhino was also lost - a victim of friendly fire (Other Tim had played an Orbital Barrage card and damaged it in an attempt to put some hurt on the Warp Spiders). The Land Raider - again with FIVE BLAST MARKERS on it - for the second turn in a row - failed one save, took a single Damage Marker (which was repaired in the following turn) and totally passed morale...


TURN THREE



The Terminators decided to occupy the building abandoned by the Banshees. I brought the Banshees back on with a reinforcements card (said they just snuck out of the ruins through some tunnels below) they charged a Thunderfire Cannon and it's attending Tech Marine, but failed to actually hit anything... like they normally do... The Techmarine then blew them all away...

Eldar Losses this turn: another Tempest, the returned Howling Banshees, the Warp Spiders, and the two remaining squads of Rangers. The only thing I had left on the table was a single, damaged Tempest tank.

the Marines... well... the Landraider failed one of it's five saves it had to make... leaving another Damage Marker on it (that would be repaired in the following turn... if we'd played one)

At this point the writing was on the wall... there was no way the Aeldari were recovering anything from that Comet... the remaining Tempest skulked away abandoning the field to the jumped up Mon-Keigh that call themselves "Astartes"...

Mistakes we made in previous games but have figured out; critically wounded only affects those with 3+ wounds as it is when they have take MORE THAN half their number of wounds in Damage Tokens. Also, Stealth stacks with Obscured - which make Rangers a lot harder to hit if they're obscured!

The brute firepower of a Super Heavy Detachment is no match for loads of little detachments, each with a warlord generating Command Asset cards... Only bring those big guns out when you know your opponent is bringing theirs...

I need to paint the rest of my Warlocks - I have three more (not including the ones earmarked for the Ulthwe allied detachment). Whether I use them as commanders for more detachments or as a second HQ element for existing detachments - to take command when the initial commander inevitably snuffs it!

I'd really like to try out my OWN Imperial forces at some point. I noticed my Guaiacan Commandoes are pretty close in Power Level to Finnegan's current Ork Horde. I think that would be a fun match up - I'll have to try and arrange that for sometime later this week!

I've been looking over the rules and my various guard forces. I might actually include commissars in detachments - just to have as back-up light-character-models to take over as warlord when the initial one inevitable gets taken out... All those Guard warlords generate EXTRA Assets as well!


Coming Soon to Tim's Miniature Wargaming Blog:

Hard to say... I did a little work on some Cawdor Gangers... and some Steel Legion Guard.... and the three Eldar Warlocks... But, I might get in a game with the kids before I finish any of those, though...